diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-30 20:27:21 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-30 20:27:21 -0600 |
| commit | 0c3e1f450f591d871c2779504b4113daf891fd1b (patch) | |
| tree | d8d3d2698fb182d63032144961f1ebdbe2ca2262 /shaders | |
| parent | 1a721b98caf7559f4a18baa8d3b92269e8f1f6ce (diff) | |
Minor performance boost + better input
Draw triangles in correct counter clock order, back face wasn't correct
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/fragment.glsl | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/shaders/fragment.glsl b/shaders/fragment.glsl index 6222c27..c13f4a2 100644 --- a/shaders/fragment.glsl +++ b/shaders/fragment.glsl @@ -7,7 +7,12 @@ in vec3 frag_pos; in vec2 text_coord; uniform sampler2D block_texture; void main() { - vec3 ambient_color = vec3(0.1); + vec3 top_ambient = vec3(0.5); + vec3 ambient_dir = vec3(0.0f, 1.0f, 0.0f); + vec3 bottom_ambient = vec3(0.1); + float value = dot(normal, ambient_dir) * 0.5 + 0.3; + vec3 inter = mix(bottom_ambient,top_ambient,value); + vec3 ambient_color = inter; vec3 norm = normalize(normal); vec3 light_dir = normalize(vec3(1.0f, 2.0f, 1.0f)); float diff = max(dot(norm, light_dir), 0.0); |
